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There will the the standard classes like EQ. If you don't want to combat, you can craft. There are also the buffing classes (bards and enchanters) that are off to the side but play a highly important roll.

Also around 44-46ish minutes in this video, Chris Roberts from Star Citizen and Dave both talk about how all roles, even outside of combat, are equally important and the player should be able to choose how they want to play.

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SWG is really the only game to ever make these work well and interact with the combat classes in a meaningful way. I want to have them, but only if the world is set up to allow them to interact properly.

I love being a Diplomat in vanguard, but the game world didn't really allow for any meaningful interaction with the other classes, so i just felt like i was playing a separate game from everyone else.

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My main concern with non-combat professions is splinching activities and hyper-specialization.

I hate EVE where if you want to be halfway decent at something you have to put all your skill points into it and you can't really do anything else. I like being able to shoot stuff, explore, and maybe trade a little on the side. I don't want to limit my entire gameplay to one singular activity.

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It has been discussed that possibly after the big reveal they will do a beta and launch. If thats correct, all the hard choices have be made for gameplay. That said, i would not mind seeing non-combat professions in the future.

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Crafting should be an integral part of EQN just like combat be it PVP or PVE and exploration (initial world maps and afterwards: treasure hunting).

I think crafting should either bit its own profession which allows some combat capabilities (heavy defence in a damage soaking sense, minimal attack capabilities, sort of like a traditional tanking class but lacking any aggro pulling abilities so it does not compete directly with tanks in role) or it should be an alternate means of progression for all classes to specialize in at the expense of their principal class (thus it would become a alternate class system where you could retain some combat capabilities from your chosen class, assuming a rigid class structure, but focusing on crafting skills and investing in certain branches of crafting to allow more advanced armour, light, medium, heavy or hybrids, traditional melee weapons or ranged weapons, also you could have house, ship building, etc branches besides these, each branch and sub-branch would require point investments and points would be limited ergo you'd have to strike a balance between both combat and crafting and between which branches of items you want to craft of quality from within the crafting trees).

Sorry for the block o eyestrain guys... I got carried away in a brainstorm :D .

Also around 44-46ish minutes in this video, Chris Roberts from Star Citizen and Dave both talk about how all roles, even outside of combat, are equally important and the player should be able to choose how they want to play.

The main thing is that you want to be able to "brag", regardless of how you play. So you might be a lvl 1 Paladin, but you're also a lvl 50 blacksmith. You never leveled up your adventuring class, but you're the chief supplier of metal housing materials, heavy armor and metal weapons for your guild. You contribute, earn bragging rights and progress a character and gather wealth all without fighting a single monster.

That's the point their trying to make. They're not saying that you're going to create a character who's "Class" is "Tailor".

It'll almost certainly follow standard character creation, where you have to pick a class/race/deity/starting location/name/stats, etc before you enter the game. Even if you don't choose to use or develop your adventuring skills.

Think of it more like, Vanguard:SOH:

Everyone was some adventuring class/race... but crafting had it's own leveling system, it's own set of crafting gear for crafting bonuses, it even crafted items much like adventuring combat (You had skills, abilities, consumables and you reacted to random crafting complications, the better you "fought" the better / more successful the outcome of the craft was).

In the end, Crafters didn't feel like some side thought. They felt just as important and detailed as the adventuring classes.

Also around 44-46ish minutes in this video, Chris Roberts from Star Citizen and Dave both talk about how all roles, even outside of combat, are equally important and the player should be able to choose how they want to play.

The main thing is that you want to be able to "brag", regardless of how you play. So you might be a lvl 1 Paladin, but you're also a lvl 50 blacksmith. You never leveled up your adventuring class, but you're the chief supplier of metal housing materials, heavy armor and metal weapons for your guild. You contribute, earn bragging rights and progress a character and gather wealth all without fighting a single monster.

That's the point their trying to make. They're not saying that you're going to create a character who's "Class" is "Tailor".

It'll almost certainly follow standard character creation, where you have to pick a class/race/deity/starting location/name/stats, etc before you enter the game. Even if you don't choose to use or develop your adventuring skills.

Think of it more like, Vanguard:SOH:

Everyone was some adventuring class/race... but crafting had it's own leveling system, it's own set of crafting gear for crafting bonuses, it even crafted items much like adventuring combat (You had skills, abilities, consumables and you reacted to random crafting complications, the better you "fought" the better / more successful the outcome of the craft was).

In the end, Crafters didn't feel like some side thought. They felt just as important and detailed as the adventuring classes.

I never said non-combat professions will be "classes".... You basically just agreed with me.

My point is that roles outside of just combat like crafting, gathering, exploring, etc will play a very integral part in EverQuest Next. The game will be just as focused around these roles as it is around combat - like Dave mentions in the video.

I still have a hunch that EQN will be a skill-based design rather than a traditional linear leveling system, and part of this skill system would include a vast amount skills and roles outside of purely combat.

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I'd love to see it. Providing more things to do, more systems, for players to create their own content provides for deeper gameplay. I find myself playing games with more than just combat for years where combat only tends to get stale after a few months.

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Originally posted by TelondarielThere will the the standard classes like EQ. If you don't want to combat, you can craft. There are also the buffing classes (bards and enchanters) that are off to the side but play a highly important roll.

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In an interview with Curse they said players would be allowed to enjoy what they enjoy, they mentioned crafting, raiding, grinding....they will leave it up to the player to design their path I believe. I actually think this is why they call the game a sandbox, but of course that's just speculation from me.

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Originally posted by Aceshighhhh

I never said non-combat professions will be "classes".... You basically just agreed with me.

My point is that roles outside of just combat like crafting, gathering, exploring, etc will play a very integral part in EverQuest Next. The game will be just as focused around these roles as it is around combat - like Dave mentions in the video.

I still have a hunch that EQN will be a skill-based design rather than a traditional linear leveling system, and part of this skill system would include a vast amount skills and roles outside of purely combat.

That's what you might have meant, but you said "I'm almost positive it will." when talking to the guy who was basically talking about "Non-Combat Classes". Like create character, {Do you want to be a Paladin OR Cook?}.

I have no doubt that they're going to make non-combat aspects of the game just as important as the combat aspects. I wouldn't be surprised if crafting was, as I said, like In Vanguard.

Where Crafters have their own gear, stats, crafting skills, quests, etc... and are not trivialized in the game itself.

I also wouldn't be surprised if there's more than just Adventurer vs crafter.

Something like Vanguard's Diplomacy system, which was like a 3rd option.